Dalai Felinto is re-writing texture baking in Blender right now (introduction here). It will be based on a quite new (now standard) Blender rendering engine, Cycles. It's unbiased, flexibly customizable with nodes and super fast. What's NOT decided yet is the interface and the functionality needed in real full-scale…
I am not very experienced or knowledgeable when it comes lighting in 3dsMax. Recently however I am becoming more interested in creating 2D textures by baking geometry inside of Max rather than using photo sources. When trying to bake a blend map of 3D geometry onto a 2D plane I came across the following issue: I used one…
The first thing that stands out to me is that you're getting details projected across multiple meshes. For example, the handle is projecting onto the main briefcase body. This can be mitigated in several ways, but my preferred method in SP is by using name matching. The following page from the official Substance Painter…
Is there any obviously reason when I bake the ao hi to low poly the bake looks like it has hard normals. Both hi and low meshes have smoothed normals where required. I've played around with the AO setting in marmoset. But nothing seems to correct this. I'm exporting from Maya via fbx. All other maps bake fine Any ideas?
Hey. I tried to look for an answer but no luck. I imagine that's something that has been discussed. So my main problem is baking straps/belts. I would like to use efficient custom low poly meshes to bake to but making those is a bit of a pain and I think that's the process that can be improved upon. I'm testing this…
So I tried to bake textures using MT3. I've used it for baking normal maps, but I want for now to bake metalness, roughness and albedo. Marmoset bake the normal map perfectly, but the other textures are completely black or white. I have no idea why. I tried with different samples, format (.tga/.jpg/.psd) and the result is…
No, the .fbx file name doesn't matter. It's the names of the meshes saved within the file. So for instance if you had a gun made 3 parts: body/handle/trigger, it would be like this: These 3 meshes would be exported in an .fbx file, together as a selection, and might be named gun_game_res.fbx body_low handle_low trigger_low…
HELLO EVERYONE , i have an issue when baking on marmoset, it does nothing. makes an output file but it has no information. I opened in photoshpo and it looks like this here is the scene in marmoset high and low and of curse i enabled de view texture I opened other scenes and the bake works, and the same face in substance…
So I decided to test out Modo's baking rounded edge shader to NM feature, hoping to incorporate it into my workflow. I've been troubleshooting this for the last few nights and have run out of ideas. I'm a long-term Max user who has only dabbled sparingly in Modo. The issues occur on imported .FBX(from Max) Vs native Modo…
So I have my HP and LP meshes. I currently have the area in question on the LP not conforming to the HP (the bolt). I was hoping this would be ok, it's not like I need it to be sticking out a lot in the bake as this is just a small part of a larger object. The bake is pixelated, might just be the small texture map I have…